Base Class: Sorcerer
You have always known that you were smarter than everyone else around you. As you have gotten older you have started pushing the limits of your brain power to discover what you are capable of doing.
Weak Telekinesis
Your incredible brain power gives you the ability to move things with your mind. You gain the weak telekinesis cantrip.
Brain Power
The Maximum Mind grants extra spells at certain levels.
|
SPELL LEVEL |
SPELLS |
|---|---|
|
1st |
brain blast, thought beam, nervous system shock, split second mind control |
|
2nd |
cloud of confusion, displacement |
|
3rd |
psychic boost, terror |
|
4th |
delusional landscape, forced pleasure |
|
5th |
psychic appendage, barrier of pure thought |
Thought Shield
Starting at 1st level, you can weave psychic energy around yourself for protection. When you cast a spell that deals psychic damage, causes fear, or charms an enemy of 1st level or higher, you can simultaneously use a strand of the spell’s energy to create a psychic ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your sorcerer level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast a spell that deals psychic damage, causes fear, or charms an enemy of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can’t create it again until you finish a long rest.
Psychic Overload
Starting at 6th level, when you cast a spell that deals psychic damage, you can add your Intelligence modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to attempt to knock an enemy prone. The enemy must make an Intelligence save against your spell save dc.
Psychic Backlash
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal psychic damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Telepathic Levitation
At 18th level, you gain immunity to psychic damage and the charmed, stunned, and frightened condition.
You also gain the ability to psychically lift your body granting a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Intelligence modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
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